![]() |

started flying
airplanes in 1989, at the tender young age of 17. My first aerobatic
flight was in 1990 in an 8KCAB, otherwise known as the Super
Decathlon. I rode in the back seat and in the front was my close
friend who started flight training around the same time and age as I
did. He went on to fly F-15's for the USAF, by the way. Anyway,
during the flight we did loops, Cuban-8's, Aileron Rolls and Slow
Rolls and just cruised around upside down. It was a blast and I was
hooked. Since that time I went on to become a flight instructor and
for a time I specialized in aerobatic training. One of the airplanes
I find to be best suited for the task of introducing a pilot to
aerobatics is the 8KCAB.
I won't bore you with the gory details of the history of the airplane. That can be found with a search on the Internet. But, its roots can be traced back to the Aeronca 7AC Champ. Since then, the Champ has evolved into the Citabria line of airplanes (Airbatic spelled backwards), which led to the Super D. The only real difference between the Citabria line of airplanes and the Super D is the wing. The Citabria uses a traditional, flat bottomed wing while the Super D has a symmetrical airfoil.
You may ask why when there are the super performing airplanes like the Pitts Special S-2B or Extra 300 that can be found at some flight schools. Well, having flown and instructed in airplanes like the Pitts, I find that anyone can do aerobatics in these airplanes without too much thought. That doesn't mean they will be good, but it is very easy to do loops and rolls in these airplanes. The 8KCAB is underpowered and doesn't sustain energy too well during this type of maneuvering. That fact alone makes it a good aerobatic trainer because it teaches the pilot how to manage the aircraft's energy to do something like make a loop round as opposed to a loop that looks like an lower case "L".
When I found the 8KCAB, by Dave Harbold, available for download at FlightSim.Com, I jumped on it to see if they got it right. For a freeware download, or for any download, they came pretty darn close. There are a few things that aren't quite right, but the overall effect is there. And the visuals are fantastic. Just like sitting in the real thing. With that said, let's get on with it.
When you look down, below the cockpit, you will see in the appropriate places throttle, carb heat control, propeller control knob, and mixture control. Even further down you will notice carpet on the floorboards and the push-pull rods than connect the front rudder pedals to the rear ones. A quick glance on the left side and you will see the elevator trim knob. Very nice attention to detail.
Taxiing the airplane is just like taxiing any other light airplane. You use the rudder for left and right. The Super Decathlon is equipped with a steerable tailwheel connected by cables from the rear set of rudder pedals. And when you use just the rudder, the turns are just like the real thing. Where it falls short is if you are trying to do an extremely tight turn. Normally this would be achieved by applying differential braking in the direction of the turn, i.e., you want a tight turn to the right; you would apply right rudder and some right brake. This will allow the tailwheel to essentially become a free castoring tailwheel allowing the airplane to turn on a dime. This doesn't happen in the Flight Sim version. Oh well, just plan accordingly and you will not have a problem.
Loops I like. Both real and simulated. This Super-D loops like the real thing. Down to 120 KIAS and pull back on the stick and up and over it goes.
Other maneuvers like the Cuban-8, Reverse Cuban-8, Barrel Roll, Split-S, and Immelman can be done as well and are a joy to fly. Hammerheads (or Stall Turn) can be done as well, just start adding rudder at about 50 and it should work out OK.
Inverted flying is also easy. Just put the nose of the airplane above the horizon line and hold it. You might have to tweak it a little to maintain level flight. I just put the nose where I do in the real thing and what do you know? The airplane maintained altitude.
When you do a power off stall in the Super D in real life, you just release the back pressure on the stick, apply full throttle and it will recover with a minimal loss of altitude. Maybe 100-150 feet. In the sim version, when you stall you have to force the nose WAY down below the horizon, add power and wait, usually with a loss of about 700 feet. It seems to take forever to accelerate to an acceptable speed to bring the nose back up. If you try to raise the nose a little early, the airplane remains in a stalled condition and recovery is impossible.
This leads to problems with the spin and snap roll. The airplane just doesn't want to spin. It gets about half-way through a rotation and then just pretty much stops with the nose down, falling out of the sky. The same thing happens when I try to snap roll the airplane. I enter at about 100-110 KIAS, pull the stick all the way back, throw rudder in the direction I want to snap roll, and the airplane just stops about half-way through and does the fall-O-doom again.
Overall, the airplane is a very nice addition to the MS fleet. It does fly nice, it makes a good sightseeing vehicle and a fun aerobatic platform. It is also a very good looking airplane. The attention to detail is superlative. Just stay away from stalls and you will be good to go!
John Sausedo
Download
the 8KCAB Super Decathlon
GoVerticl@aol.com